如何使用 3D 变换矩阵绕 Z 轴旋转?

How to rotate around Z axis using transformation matrix in 3D?

在Lua中,我设置了一个单位矩阵:

local ident_matrix = {
 {1,0,0,0},
 {0,1,0,0},
 {0,0,1,0},
 {0,0,0,1},
}

然后将其更新为在 x=100、y=0、z=0 处包含一个点:

ident_matrix = {
 {100,0,0,0},
 {0,0,0,0},
 {0,0,0,0},
 {0,0,0,1},
}

然后我将我的旋转值定义为 90 度弧度:

local r = math.rad(90)

据此我创建了一个 Z 轴旋转矩阵:

local rotate_matrix = {
 {math.cos(r),math.sin(r),0,0},
 {-math.sin(r),math.cos(r),0,0},
 {0,0,1,0},
 {0,0,0,1},
}

然后使用矩阵乘法将 Z 轴旋转矩阵应用于 {100,0,0} 点:

local function multiply( aMatrix, bMatrix )
    if #aMatrix[1] ~= #bMatrix then       -- inner matrix-dimensions must agree
        return nil      
    end 

    local empty = newEmptyMatrix()

    for aRow = 1, #aMatrix do
        for bCol = 1, #bMatrix[1] do
            local sum = empty[aRow][bCol]
            for bRow = 1, #bMatrix do
                sum = sum + aMatrix[aRow][bRow] * bMatrix[bRow][bCol]
            end
            empty[aRow][bCol] = sum
        end
    end

    return empty
end

local rotated = multiply( rotate_matrix, ident_matrix )

矩阵乘法取自RosettaCode.org: https://rosettacode.org/wiki/Matrix_multiplication#Lua

我期望 rotated 矩阵输出与:

local expected = {
 { 0, 0, 0, 0 },
 { 0, 100, 0, 0 },
 { 0, 0, 0, 0 },
 { 0, 0, 0, 0 },
}

或者,也许,给定左手 (?) 计算,Y 值将是 -100。 我最终得到的是:

{
 { 0, 100, 0, 0 },
 { 0, 0, 0, 0 },
 { 0, 0, 0, 0 },
 { 0, 0, 0, 1 },
}

任何人都可以告诉我我做错了什么并更正我的代码吗?

如@egor-skriptunoff 的评论所暗示...

在Lua中,我设置了一个单位矩阵:

local ident_matrix = {
 {1,1,1,1},
}

然后将其更新为在 x=100、y=0、z=0 处包含一个点:

ident_matrix = {
 {100,0,0,1},
}

然后我将我的旋转值定义为 90 度弧度:

local r = math.rad(90)

据此我创建了一个 Z 轴旋转矩阵:

local rotate_matrix = {
 {math.cos(r),math.sin(r),0,0},
 {-math.sin(r),math.cos(r),0,0},
 {0,0,1,0},
 {0,0,0,1},
}

然后使用矩阵乘法将 Z 轴旋转矩阵应用于 {100,0,0} 点:

local function multiply( aMatrix, bMatrix )
    if #aMatrix[1] ~= #bMatrix then       -- inner matrix-dimensions must agree
        return nil      
    end 

    local empty = newEmptyMatrix()

    for aRow = 1, #aMatrix do
        for bCol = 1, #bMatrix[1] do
            local sum = empty[aRow][bCol]
            for bRow = 1, #bMatrix do
                sum = sum + aMatrix[aRow][bRow] * bMatrix[bRow][bCol]
            end
            empty[aRow][bCol] = sum
        end
    end

    return empty
end

local rotated = multiply( rotate_matrix, ident_matrix )

矩阵乘法取自RosettaCode.org: https://rosettacode.org/wiki/Matrix_multiplication#Lua

现在,我得到了预期的结果:

local expected = {
 { 0, 100, 0, 0 },
}